[QUOTE="Bad-School-Girl"]
If I buy a used game I do it privately, not from EB Games (unless the discount is significant). Sometimes I achieve a discount as high as 60% compared to a retail price. In NZ games are normally $100 new so a $60 saving is well worth it. One such example I can cite is Deus Ex Human Revolution. I bought it used for $45 when it was $100 new. It sat on my shelf for ages and when I finally played it I found the graphics on my Xbox 360 insufferable, so I shelled out the full $25USD on Steam for it, then sold my 360 copy for $12. How does this scenario fit in with your equation? I bought a copy which could be "bought and sold" used, but then by playing this one I bought one on Steam which is a one-way-street for finances, and then I sold my bought-and-sold copy again for money, albeit at a significant loss. All in all though I saved significantly compared to the depreciation I'd have suffered by buying the game new and retail at the first place.Â
I only ever drink instant coffee and my employer pays for most of it as it's the law here.Â
[QUOTE="Bad-School-Girl"]
You raise a good point here.Â
Bad School Girl, on the whole I think I understand your angle but I feel you're taking too hard a line here. I think that moving forward, all options should exist:
- The option should exist to sell games on physical media which can be moved from machine to machine without penalty.Â
- The option should exist to have 'online passes', which lock out a part of the game to those with the code, and the code comes with a fresh retail copy, thus promoting retail sales.Â
- The option should exist to have 'lockouts'. You enter a code when first inserting the physical medium, this is tied to your account. You can sell the physical media but the recipient cannot play the game until they purchase the code. How much should the code be in this case? I don't know. But all that I suspect will happen here is an increase in the code's prices simply takes away the potential sale price of that first end user. If a game is $100 and comes with a code, but to buy another code is $50, well that physical media is probably not worth more than $10, or a better estimate - worthless.Â
- The option should exist for digital distribution. One way street with money.
- Almost any other option you can think of. For example a subscription service which allows you access to a library of games you can play ad libitum as long as you keep funding your sub.Â
Yes, essentially these all already exist. There are differences within these for different DRMs etc.Â
Finances are a barrier to many things. They're the reason I'm not riding a 2012 Honda CBR600 to work. In a way though, for gamers finances shouldn't be a problem. Hell, even on money hungry EA's Origin service there are several free-to-play games. So options exist for gamers from premium to frugal.Â
One place where gaming is all f'd up is regarding the players time and money constraints. Your younger players don't have money, but they have plenty of time. Your older gamers have money, some of them heaps of it, but no time. So pricing of games might actually be quite tricky.Â
Quite honestly I suspect that the best way to sell a game is quite simply to make sure the game is of a very high quality and has a mass market appeal.Â
psymon100
[QUOTE="Bad-School-Girl"]
Used games are stealing money for the developers that work so hard on developing said games. I fully support Microsoft's plan to block used games. Can't cough up the extra five dollars it takes to get a new copy? Then miss out on that Starbucks coffee and cinnamon bagel for one single day and then pay the real price.psymon100
If I buy a used game I do it privately, not from EB Games (unless the discount is significant). Sometimes I achieve a discount as high as 60% compared to a retail price. In NZ games are normally $100 new so a $60 saving is well worth it. One such example I can cite is Deus Ex Human Revolution. I bought it used for $45 when it was $100 new. It sat on my shelf for ages and when I finally played it I found the graphics on my Xbox 360 insufferable, so I shelled out the full $25USD on Steam for it, then sold my 360 copy for $12. How does this scenario fit in with your equation? I bought a copy which could be "bought and sold" used, but then by playing this one I bought one on Steam which is a one-way-street for finances, and then I sold my bought-and-sold copy again for money, albeit at a significant loss. All in all though I saved significantly compared to the depreciation I'd have suffered by buying the game new and retail at the first place.Â
I only ever drink instant coffee and my employer pays for most of it as it's the law here.Â
I am currently boycotting Nintendo, as they havnen't implemented such a feature for the Wii-U.If used games aren't blocked, then there should be a fee to unlock said used games to be made playable. I think a 15-20$ would be satisfactory. Used gamers, stock up on those Microsoft Point cards!
Bad-School-Girl
You raise a good point here.Â
Bad School Girl, on the whole I think I understand your angle but I feel you're taking too hard a line here. I think that moving forward, all options should exist:
- The option should exist to sell games on physical media which can be moved from machine to machine without penalty.Â
- The option should exist to have 'online passes', which lock out a part of the game to those with the code, and the code comes with a fresh retail copy, thus promoting retail sales.Â
- The option should exist to have 'lockouts'. You enter a code when first inserting the physical medium, this is tied to your account. You can sell the physical media but the recipient cannot play the game until they purchase the code. How much should the code be in this case? I don't know. But all that I suspect will happen here is an increase in the code's prices simply takes away the potential sale price of that first end user. If a game is $100 and comes with a code, but to buy another code is $50, well that physical media is probably not worth more than $10, or a better estimate - worthless.Â
- The option should exist for digital distribution. One way street with money.
- Almost any other option you can think of. For example a subscription service which allows you access to a library of games you can play ad libitum as long as you keep funding your sub.Â
Yes, essentially these all already exist. There are differences within these for different DRMs etc.Â
Finances are a barrier to many things. They're the reason I'm not riding a 2012 Honda CBR600 to work. In a way though, for gamers finances shouldn't be a problem. Hell, even on money hungry EA's Origin service there are several free-to-play games. So options exist for gamers from premium to frugal.Â
One place where gaming is all f'd up is regarding the players time and money constraints. Your younger players don't have money, but they have plenty of time. Your older gamers have money, some of them heaps of it, but no time. So pricing of games might actually be quite tricky.Â
Quite honestly I suspect that the best way to sell a game is quite simply to make sure the game is of a very high quality and has a mass market appeal.Â
I think those options except the very first one should be implemented for EVERY single game. You see, developers loose a lot of money. They're people too. I understand that finances are a barrier to many things for the average gamer, but if you look at it from an existential point of view, it takes a deeper meaning, and the caesura of time between purchase and actually playing the game becomes less relevant. While I do agree that the best way to sell a game is to make it of high quality and to make it have mass market appeal, it's the simple of problem of the finances behind every single project that add up, and the fact that developers don't exactly have an infinite amount of money to pursue their endeavors.
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